lib_unity_purchase/Samples~/02 BuyingSubscription/BuyingSubscription.cs

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2024-01-29 18:49:33 +08:00
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;
using UnityEngine.Purchasing.Extension;
using UnityEngine.UI;
namespace Samples.Purchasing.Core.BuyingSubscription
{
public class BuyingSubscription : MonoBehaviour, IDetailedStoreListener
{
IStoreController m_StoreController;
// Your subscription ID. It should match the id of your subscription in your store.
public string subscriptionProductId = "com.mycompany.mygame.my_vip_pass_subscription";
public Text isSubscribedText;
void Start()
{
InitializePurchasing();
}
void InitializePurchasing()
{
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
// Add our purchasable product and indicate its type.
builder.AddProduct(subscriptionProductId, ProductType.Subscription);
UnityPurchasing.Initialize(this, builder);
}
public void BuySubscription()
{
m_StoreController.InitiatePurchase(subscriptionProductId);
}
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
Debug.Log("In-App Purchasing successfully initialized");
m_StoreController = controller;
UpdateUI();
}
public void OnInitializeFailed(InitializationFailureReason error)
{
OnInitializeFailed(error, null);
}
public void OnInitializeFailed(InitializationFailureReason error, string message)
{
var errorMessage = $"Purchasing failed to initialize. Reason: {error}.";
if (message != null)
{
errorMessage += $" More details: {message}";
}
Debug.Log(errorMessage);
}
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
{
// Retrieve the purchased product
var product = args.purchasedProduct;
Debug.Log($"Purchase Complete - Product: {product.definition.id}");
UpdateUI();
// We return Complete, informing IAP that the processing on our side is done and the transaction can be closed.
return PurchaseProcessingResult.Complete;
}
public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
{
Debug.Log($"Purchase failed - Product: '{product.definition.id}', PurchaseFailureReason: {failureReason}");
}
public void OnPurchaseFailed(Product product, PurchaseFailureDescription failureDescription)
{
Debug.Log($"Purchase failed - Product: '{product.definition.id}'," +
$" Purchase failure reason: {failureDescription.reason}," +
$" Purchase failure details: {failureDescription.message}");
}
bool IsSubscribedTo(Product subscription)
{
// If the product doesn't have a receipt, then it wasn't purchased and the user is therefore not subscribed.
if (subscription.receipt == null)
{
return false;
}
//The intro_json parameter is optional and is only used for the App Store to get introductory information.
var subscriptionManager = new SubscriptionManager(subscription, null);
// The SubscriptionInfo contains all of the information about the subscription.
// Find out more: https://docs.unity3d.com/Packages/com.unity.purchasing@3.1/manual/UnityIAPSubscriptionProducts.html
var info = subscriptionManager.getSubscriptionInfo();
return info.isSubscribed() == Result.True;
}
void UpdateUI()
{
var subscriptionProduct = m_StoreController.products.WithID(subscriptionProductId);
try
{
var isSubscribed = IsSubscribedTo(subscriptionProduct);
isSubscribedText.text = isSubscribed ? "You are subscribed" : "You are not subscribed";
}
catch (StoreSubscriptionInfoNotSupportedException)
{
var receipt = (Dictionary<string, object>)MiniJson.JsonDecode(subscriptionProduct.receipt);
var store = receipt["Store"];
isSubscribedText.text =
"Couldn't retrieve subscription information because your current store is not supported.\n" +
$"Your store: \"{store}\"\n\n" +
"You must use the App Store, Google Play Store or Amazon Store to be able to retrieve subscription information.\n\n" +
"For more information, see README.md";
}
}
}
}